C++ is a statically typed, free-form, multi-paradigm, compiled, general-purpose programming language.

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What LuaJit threading archietecture should I use?

I am in the process of designing my own Game Engine for use in a real time CRPG - think Baulder's Gate. I know most of my specifications right now, and I am currently in a planning phase. I chose Lua ...
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142 views

How is curved 2d ground is implemented in real games?

I'm developing a 2d platformer (inspired by N game) and I already successfully implemented circle-convex, convex-convex and circle-circle collision. But now I want to be able to make platform that ...
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48 views

What is a simple way to pull input from a keyboard and attach it to a std::string?

The question says it all to be honest. I have a game that I am making in Ogre3D, using OIS as the main input library. My issue is that I am attempting to use CEGUI (with tons of errors) all to simply ...
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21 views

Inverse kinematic joint limits

I want to limit the joint angle of my character. I have just one issue i can't get the value of the joint limits of the human -i search about max, min angle of each joint in x and y but i can't get ...
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27 views

Is it possible to have a SoA Vertex Buffer in DirectX 11?

Hi! I'm wondering if it is possible to structure a Vertex Buffer in a SoA approach like this { x1, x2, x3 . . . xn, y1, y2, y3 . . . yn, z1, z2, z3 . . . zn } instead of the traditional AoS ...
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189 views

Unreal Engine 4 Line Trace Error

This is the error that I am currently facing: PlayerPawn.cpp.obj : error LNK2019: unresolved external symbol "public: bool __cdecl APlayerPawn::Trace(struct FHitResult,class AActor *,struct FVector ...
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642 views

How to build a static version of cocos2d-x and link it to my project

Firstly, I'm using Cocos2d-x v3.6 for Win32 desktop + Visual studio 2013 and C++. When building Cocos2d-x, always it has been built as a dynamic version not a static version as I want. How to ...
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264 views

OpenGL Texture Loading

I've been using OpenGL for a bit so I have a general idea of what I'm doing. Recently, I've been working on a framework to let me test stuff more easily. As part of the framework, I split up loading ...
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66 views

Find camera coordinate of vanishing point

Given a vector and a camera (position, angle, up vector, field of view, etc), how would I find the vanishing point of the vector in camera space?
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178 views

Directx 11 full screen

I build simple directx 11 application in c++ that draw square to screen. Also check in the end of the program when I close the last peace of directx the number of free reference. This work great in ...
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116 views

server/client architecture, how to combine physics data, scene graph and database over the network?

I'm writting a C++ server and a C++ client for a rpg game. The client is using OpenSceneGraph for rendering the 3D. RakNet is used for communication between the client and server. At this time, the ...
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113 views

Python interpreter as in-game console

Say I have a game which has lots objects (NPCs, monsters, etc.), I want a console so I can change the variables of the objects (like changing HP for example), how could I embed python into my program, ...
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23 views

Full-motion transparentized video clips

This is sort of a question following onto a previous question I wrote specifically targeting XNA. Understanding that it's an involved enough process that I'd want to manage memory myself, I'm now ...
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181 views

glGetUniformLocation returns 23724032

as the title says, I have a problem using glGetUniformLocation call that returns, for the following code, the value 23724032. I'm writing a little engine and the draw function of my models is: void ...
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130 views

Blending Lightmaps and Dynamic Texture Shadows in HLSL/GLSL

I'm using Gile[s] as my lightmapper and my engine can execute GLSL/HLSL scripts. I would like to accomplish something like this for performance reasons. I was told that this technique can only be ...
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306 views

How to properly transform vertices for a model loaded using Assimp?

When I try to load a DAE model then vertices are not placed correctly. Here's the code snippet I use to load 3D models using Assimp : aiNode* CGameObject::findNode(aiNode* rootNode, const char ...
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417 views

2D Rotation Transform Matrix Issues

I'm stuck on my computer graphics class homework. I'm sorry if this is not right place to ask. I think this is closest thing to computer graphics. My assignment is to create basic 2D colored ...
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252 views

OpenGL - Texture disappears

I'm making a simple program with C++, SDL and GLEW. So far it is going great but I ran into a weird problem. One of my four textures would not show up on screen even though it used the same code as ...
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750 views

Get derived Pawn from collision actor in UE4

I am trying to build a basic RTS unit selection but any time I try to possess the target pawn it crashes. The pawn in the collision is a blueprint derived directly from APawn. Am I casting from the ...
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77 views

How to Calculate K-Dops Faster

Ok so I have my general understanding of K-Dops for collision detection. I understand how to calculate them. I also understand the super slow way of recalculating them. Example: I have a simple ...
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60 views

Bullet Physics ConvexDecomposition?

I've looked at Bullet Physics ConvexComposition Demo and would like to implement that in my game but the code is so undescriptive and it's hard to understand what is going on. Would any of you people ...
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262 views

AddFontMemResourceEx and D3DXCreateFont corruption

I'm trying to load a font from a buffer using AddFontMemResourceEx and then creating a D3D font with D3DXCreateFont. This works fine on every platform except Windows XP, where it causes the wrong ...
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252 views

Different way to pass uniforms to seperate draws in glMultiDrawElementsIndirect

Given OpenGL version 4.3 and GLSL 430, what would be the best way to pass a matrix to each model in a draw call to glMultiDrawElementsIndirect? I am thinking of going the way of a TBO and indexing it ...
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285 views

Separating Axis Theorem Issue

I am trying to create a 2d top down shooter using DirectX 11 (Windows 8 Store) and I am trying to implement OOBB collision using the Separating Axis Theorem. However I appear to have run into an ...
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281 views

Implementing Dead Reckoning in a Winsock server

I'm having a little difficulty understanding how I implement Dead Reckoning in my Server-Client Winsock game. I've been looking on the internet for a decent explanation that explains exactly: When ...
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638 views

Cocos2d-x CCFollow Zooming issue

Hi I am currently building a cocos2d-x game which incorporates pinch zoom using CCLayerPanZoom class which can be found here The problem is basically when using CCFollow and zooming and out, it ...
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816 views

How do I mix 3D skeletal animations?

I'm trying to create a 3D-model skeletal animation system for C++/Open GL. I would like to be able to mix animations by allowing animations to only affect specific bones. My game has ride-able ...
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536 views

Bullet Physics Simulation Running Slow

I'm in the process of converting my game engine from java which used the LWJGL and JBullet to c++. However, when I was implementing Bullet physics my simple simulation of a box dropping from specified ...
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285 views

Rotate a point in 3D space with sine and cosine

I got my camera controlled by the mouse. Now I want a sphere to be always in the center of my view(just for testing). I tried that by assigning the sine of the Y rotation of the camera times 10 as the ...
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214 views

Box Zoom - Fit to rectangle

I want to box select a section of my screen and then zoom in that selection. So I have four corner points (my rectangle which I can drag with the mouse) in pixel coordinates. I have a perspective ...
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1k views

Creating a new GLFW window and re-using the old context causes crash

I am using GLFW 3.0.2 and when I want to switch the application to fullscreen, I create a new window and intend to use the OpenGL context of the old window so I don't have to reload all the meshes, ...
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290 views

GLX/X11 Changing the rendering resolution

I have made a simple application that creates a window with an OpenGL 4.2 context and takes user input. I have implemented making the window go fullscreen with XRandR and can change the display ...
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427 views

2D Camera transformation sidescroller

i am currently trying to dive into 2D programming with DirectX, especially bulding a tile based sidescroller. I have worked with some chapters from a book (Advanced 2D Game Development) but always ...
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193 views

OpenSceneGraph, multiple instances of a model

Im working on my first project using OpenSceneGraph. The project is a model flight simulator for one of my university courses, I want to be able to load airplanes (consisting of multiple models) and ...
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382 views

Why is my XInput gamepad press stamp not working?

I'm trying to add basic gamepad input to my c++ DirectX game but i'm having some trouble creating a press stamp (registers the press only the first time it's pressed if button held down). The entire ...
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193 views

Masking a CCLayer

I have a CCLayer (itemLayer) that has a bunch of CCMenuItemImage (itemButton) objects in it placed vertically in a column. These itemButton objects go way past the bounds of the screen and the ...
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172 views

IwGame (Marmalade): Does CIwGameSprite support SVG? How?

I have a small question about Marmalade IwGame engine. Does the CIwGameSprite support SVG (I've read that yes it does) If it does support SVG, how does it handle it, Does it convert that Vector ...
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361 views

Sketchy results from ray-plane intersection code

I've set up a demo with simple first-person controls using C++ and OpenGL, and it seems to work reasonably well. My goal is this: when the player looks at a plane and clicks the left mouse button, ...
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235 views

Help with Windows RawInput

I am having some trouble to receive and interpret mouse movement data from RawInput. Generally mouse input seems to work, I can query mouse buttons and receive updates of mouse movement. The problem ...
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251 views

UDK and Protocol Buffers

Actually two questions: Can I use TCP sockets in UDK to implement my own networking protocol? (I guess TCPLink is an answer) Is there any way I can user Protocol Buffers inside UDK? Or anything like ...
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658 views

Algorithm for potential fields

Rather than computing potential fields in a grid and performing a lookup for them, I've decided to query the potential fields at a given point in 3D space by simply querying all the objects in a ...
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612 views

Joint constraints in PhysX

I'm trying to use PhysX for my physics engine. I'd like to use spherical joints, but I'm having trouble with the constraints. All of the examples that I've found refer to SDK v2.8. I'd like to ...
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43 views

More efficient way to load a sprite tilesheet(for animation) and how to avoid the texture dissappearing when it reloads? OpenGL, DevIL, C++

I'm not actually developing a game yet but I came here because I figured this would be the place to ask this kind of question. Issue 1: I have these tilesheets that I can load just find and they ...
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19 views

SFML2 parsing .tmx using STP

Im trying to load .tmx maps from Tiled Map Editor into SFML 2.3.2 using an extension library called STP. However, when i try to compile the provided example code from STP i get a linker error. ...
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43 views

Renderering problem with flat terrain

i was testing out my game engine last night, but stumbled across this unexpected result. Here is a picture: As it appears, it is renderering 1 triangle and not renderering the other triangles. I ...
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0answers
33 views

sphere to sphere interpolation

I am at the moment trying to come up with an scheme that interpolats between a current state and a desired state. Each state consist of an 3d coordinate and a rotation matrix, orienting an camera ...
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50 views

Problem with a TinyOBJLoader Renderer

I was working on implementing a renderer for SYOYO's tiny obj loader and when it came to testing time, it failed to render. Here is an image of the result: I believe that i have made the error with ...
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16 views

cocos2d c++ Collision between edge physics bodies

I'm working on a game with cocos2d, need to detect collision between two PhysicsEdgeBody. I've created an EventListener for contact and added it to the layer i'm working on, PhysicsContact and ...
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9 views

Update constraint pivot position in world space in Bullet Physics

The task is: we have N rigid bodies connected with each other by point-to-point constraint. In every frame we have new position of point where first rigid should be attached in world space. How to ...
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27 views

Box2D + SDL - Weird body positions

I'm having a problem where either my sprite, or my body position is off. Here's a picture so you can see exactly what's going on : (The box has stopped on the picture, probably because it's colliding ...